29,839 research outputs found
Computer-mediated knowledge communication
New communication technologies enable an array of new working and learning scenarios in which knowledge is being communicated. This article deals with the question to what extent these technologies can impede or facilitate knowledge communication. First, the various computer-based communication technologies will be classified. Second, effects of the medium on knowledge communication will be discussed based on results of studies of the current special priority program "Net-based Knowledge Communication in Groups". Third and last, computer-based possibilities to facilitate computer-mediated knowledge communication will be reviewNeue Kommunikationstechnologien ermöglichen eine Reihe neuer Arbeits- und Lernszenarien in denen Wissen kommuniziert wird. Dieser Beitrag beschÀftigt sich damit, inwiefern diese Technologien Wissenskommunikation einschrÀnken oder fördern können. Dazu werden in einem ersten Schritt die verschiedenen computerbasierten Kommunikationstechnologien untergliedert. In einem zweiten Schritt werden Wirkungen des Mediums auf die Wissenskommunikation diskutiert. Dazu werden u. a. die Ergebnisse von Studien des aktuellen Forschungsschwerpunkts "Netzbasierte Wissenskommunikation in Gruppen" berichtet. In einem dritten und letzten Schritt werden computerbasierte Möglichkeiten zusammengefasst, computervermittelte Wissenskommunikation zu förd
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Interactive task design: Metachat and the whole learner
In this chapter the focus is on conversations about language between adult learners online, in synchronous and asynchronous postings. Socio-affective and social-semiotic perspectives are used, thus distancing the work somewhat from cognitive ways of looking at tasks. Because adults come to the task with diverse knowledge of both L2 and L1, the expectation is that metalinguistic interaction will enable them to swap expert and novice roles with each other within the constantly changing dynamics of the classroom. This if shown to be the case would advance an educational agenda favouring learner-directedness. Secondly, as metalinguistic conversations develop in directions that the learners feel like following, a greater degree of contingency can arise. This is considered in this paper as motivational for adults, and also as progressive, following van Lier (1996: 180) for whom in a contingent conversation "the agenda is shared by all participants and educational reality may be transformed". However, in seeking to satisfy his condition of contingency, the problem of designing tasks for greater spontaneity proves difficult. Therefore this study provide an ethnographic account of metalinguistic conversations by learners engaged in an online task, Simuligne, designed to address this difficulty. After studying data from the project forums, chat rooms and emails, we introduce a new perspective on the function of these conversations, which holds pointers for task design
Necessary skills and practices required for effective participation in high bandwidth design team activities
Technology is continually changing, and evolving, throughout the entire construction
industry; and particularly in the design process. One of the principal manifestations of
this is a move away from team working in a shared work space to team working in a
virtual space, using increasingly sophisticated electronic media. Due to the significant
operating differences when working in shared and virtual spaces adjustments to
generic skills utilised by members is a necessity when moving between the two
conditions. This paper reports an aspect of a CRC-CI research project based on
research of âgeneric skillsâ used by individuals and teams when engaging with high
bandwidth information and communication technologies (ICT). It aligns with the
projectâs other two aspects of collaboration in virtual environments: âprocessesâ and
âmodelsâ. The entire project focuses on the early stages of a project (i.e. design) in
which models for the project are being developed and revised. The paper
summarises the first stage of the research project which reviews literature to identify
factors of virtual teaming which may affect team member skills. It concludes that
design team participants require âappropriate skillsâ to function efficiently and
effectively, and that the introduction of high band-width technologies reinforces the
need for skills mapping and measurement
Computer support for collaborative learning environments
This paper deals with computer support for collaborative learning environments. Our analysis is based on a moderate constructivist view on learning, which emphasizes the need to support learners instructionally in their collaborative knowledge construction. We will first illustrate the extent to which the computer can provide tools for supporting collaborative knowledge construction. Secondly, we will focus on instruction itself and show the kinds of advanced instructional methods that computer tools may provide for the learners. Furthermore, we will discuss the learnersâ prerequisites and how they must be considered when constructing learning environments.Dieser Bericht behandelt die UnterstĂŒtzung kooperativer Lernumgebungen durch den Einsatz von Computern. Der theoretische Hintergrund greift auf einen moderaten Konstruktivismus zurĂŒck, der die Notwendigkeit einer instruktionalen UnterstĂŒtzung fĂŒr die gemeinsame Wissenskonstruktion betont. Darauf aufbauend beschreibt der Bericht in einem ersten Schritt, wie der Computer Werkzeuge zur gemeinsamen Wissenskonstruktion bereitstellen kann. Im zweiten Teil steht die Instruktion fĂŒr das kooperative Lernen im Vordergrund. Dabei werden Methoden instruktionaler UnterstĂŒtzung vorgestellt, die computerbasierte Werkzeuge fĂŒr die gemeinsame Wissenskonstruktion bereitstellen, insbesondere Skripts und inhaltliche Strukturvorgaben. DarĂŒber hinaus beschreibt der Bericht, inwieweit individuelle Lernereigenschaften, wie z.B. das Vorwissen, einen Einfluss auf die Realisierung von Lernumgebungen haben
CSCL: Structuring the Past, Present and Future Through Virtual Portfolios
Web-based processes of learning and collaboration produce an enlarged structural opportunity at many levels. Careful structuring of the virtual space supports and adds quality to both collaborative learning between students, and to instruction. Such enhancement in quality may take place through use of individual and collaborative spaces for learning activities, overview of process and content, increased clarity of learning expectations, and facilitation of collaborative and individual processes of reflection and self-reflection. This chapter investigates the structuring potential of a virtual version of portfolios for supporting these aspects. It discusses the conceptual and structural complexity associated with design and use of virtual portfolios from the perspective of, both learners and instructors, and on the basis of the design and use of virtual portfolios in a web-based American course on global change
Engaging the 'Xbox generation of learners' in Higher Education
The research project identifies examples of technology used to empower learning of Secondary school pupils that could be used to inform studentsâ engagement in learning with technology in the Higher Education sector.
Research was carried out in five partnership Secondary schools and one associate Secondary school to investigate how pupils learn with technology in lessons and to identify the pedagogy underpinning such learning. Data was collected through individual interviews with pupils, group interviews with members of the schoolsâ councils, lesson observations, interviews with teachers, pupil surveys, teacher surveys, and a case study of a learning event.
In addition, data was collected on studentsâ learning with technology at the university through group interviews with students and student surveys in the School of Education and Professional Development, and through surveys completed by students across various university departments.
University tutors, researchers, academic staff, learning technology advisers, and cross sector partners from the local authority participated in focus group interviews on the challenges facing Higher Education in engaging new generations of students, who have grown up in the digital age, in successful scholarly learning
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Quality Assessment for E-learning: a Benchmarking Approach (Third edition)
The primary purpose of this manual is to provide a set of benchmarks, quality criteria and notes for guidance against which e-learning programmes and their support systems may be judged. The manual should therefore be seen primarily as a reference tool for the assessment or review of e-learning programmes and the systems which support them.
However, the manual should also prove to be useful to staff in institutions concerned with the design, development, teaching, assessment and support of e-learning programmes. It is hoped that course developers, teachers and other stakeholders will see the manual as a useful development and/or improvement tool for incorporation in their own institutional systems of monitoring, evaluation and enhancement
Adaptivenes in Virtual Teams
Computer supported teams are capturing the attention of academics and practitioners as organisations increasingly put them into practice as virtual teams. The practical relevance of current research into computer supported teams could be increased if greater attention is paid to organisational challenges as they form the context within which virtual teamwork takes place. A model of organisational challenges mapped against processes of adaptation is developed to highlight principle factors affecting virtual teams. A sample of current research groups studying computer-supported teams is plotted onto this map to reveal the extent to which current research addresses these contextual factors. From this map insights are distilled with respect to what is known and is not known about virtual teams. This paper concludes with specific research needs in the study of virtual teams
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Capturing and representing deliberation in participatory planning practices
In this paper we argue for the importance of capturing and representing deliberation in participatory planning practices. We discuss the concept of deliberation in planning theory, and argue for a paradigm that puts deliberation at the centre of public participation to planning decision. We argue that in order to enable effective participation, the normally ephemeral delib- eration process needs to be captured and represented so that the information and knowledge gathered during deliberation is visible for all, can be effectively traced, reused, and can actively influence planning decisions. To scaffold this we describe the integration of three technologies to create a collective project memory structured against five dimensions of participatory plan- ning processes: dialogical, social, spatial, temporal and causal. Based on several authentic par- ticipatory planning cases, we report that this supported deliberation across planning tasks, communication modes, time and environments. The coupled use of online and offline group- ware technologies created a more expressive and transparent participatory knowledge base than is possible with conventional media, and enhanced participatory planning by: supporting the effective capture and representation of deliberation processes and products; providing a rich picture of the social setting in which planning decision develops and supporting reflection in and on planning actions
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